// Copyright Druid Mechanics

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MagicCircle.generated.h"

UCLASS()
class AURA_API AMagicCircle : public AActor
{
	GENERATED_BODY()
	
public:	
	AMagicCircle();
	virtual void Tick(float DeltaTime) override;
	/**
	 * UDecalComponent: 一种渲染到模型表面的材质。一种模型的印花材质。
	 */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
	TObjectPtr<UDecalComponent> MagicCircleDecal;
protected:
	virtual void BeginPlay() override;
};
